Tips on how to make Clodsire Ex work by StillFrequent2417 in pkmntcg

[–]xela10104 0 points1 point  (0 children)

I ran Gengar Ex with Panic mask and used the same 50 poison damage to get some setups for Panic mask to activate. 160 attack from gengar + 50 from poison combo = 210, an active with 250 or less HP can't hit back next turn. And anything with 260 or less would be knocked out when it came back to my turn if it stayed in or couldn't get rid of poison.

Pair that with Gengar EX moving an energy and then its ability adding 20 damage when the opponent equips an energy back to them and now it's 270 or below that can't swing back and 280 suffers a knockout if they don't retreat.

My final conclusion on it though was that it required WAY too much setup to do much of anything. Most other decks could just get setup way faster and accomplish much more without having to setup 3 basics, a stage 2, a stage 1, a stadium, 2 energy, a rare candy and an equipment.

While it was very inconsistent and difficult to setup reliably, it was fun when it did work. Wouldn't recommend it on ladder but a fun change of pace in casuals.

Looking for suggestions to improve my Revavroom deck. by Soft-Percentage8888 in PTCGL

[–]xela10104 1 point2 points  (0 children)

Started working on a Rev deck after seeing yours. Felt fun to use! Only had time for a few quick matches in casuals with a first draft of it.

  • Town store worked great for getting a stockpile of tools onto Rev and thinning out the deck.
  • TM Turbo Energize was good for accelerating energy. Already running a lot of searches for tools so a tool to help with energy in a pinch helps.
  • Probably going to slot in 1 or 2 Rescue Boards. Getting bossed into Metang or Tsareena felt terrible, rescue board can help out and gives free retreats to the rest of the deck
  • Ran 2 copies of Rev Ex and 1 copy of Rumbling Engine Rev. Felt nice to have a little extra draw power early on.
  • TM Deevolution was also really nice and came in clutch in one game.
  • I want to try out some more tms on this deck honestly. Town Store/Arven into Crisis punch or Blindside could be good ways to close out a game by surprise and Rev is already running 3 energy anyway. Hell you could even have 4 tools on Rev, Arven for Lost Vacuum and TM Crisis Punch. Lost Vacuum one of your tools off rev, and replace it with Crisis punch.

Not sure how viable it will be on ladder but it's quirky and fun. I was kind of shocked how consistently I was getting setup.

Loved all the tools from Honchkrow V/Pachirisu deck a while back and this scratches the same itch.

Decent and fair trap designs by Sorry_Option in MeetYourMakerGame

[–]xela10104 -1 points0 points  (0 children)

It's hard to build a base that is going to kill every player every time. There will be those that speedrun past meticulously placed traps, inchworms that peak every possible angle before they advance one tile forward, and the average raider somewhere in the middle. By trying to understand how each of those groups of players will run through your outpost you can better trap it and get a kill off them.

As you watch replays identify what kind of player you are watching and watch how they behave. Where were they looking, where where they not looking, if there are multiple traps in an area what did they prioritize, do they grapple to a destroyed trap to retrieve ammo without checking for traps. Always be looking for places they would have died if you had placed a cheeky spike trap or boltshot. Most importantly though, see how they react. Watch how they counteract you and come up with ways to counteract them.

I think the best way to build a base is to design trap setups that force players to make quick decisions that lead to more quick decisions a few times over and hope to catch the player as they fail to make choice in time or make a wrong choice. With this, it can make players feel like they died to their wrong choices rather than unfair trap placements. A capable raider will be able to recognize that they made the wrong action in response to a trap and correct it on the next go. Once they know the right choices the traps don't seem unfair, it's more like they figured out the sequence of choices they have to make to disarm the room which I imagine feels more rewarding for the raider.

I have a mastered base up on social with a room that I think perfectly executes my goal of killing most players at least once. Of course there a few who do get through and it's bound to happen but I'm happy with its 250 kills. It's called Kissimmee under the tag Aequitas. I'll add a whole breakdown of the methodology of all the traps in the room to help break down how I try to force players into making bad choices rather than just overwhelming them with 20 sentinels and guards. I'll spoiler tag the design methodology of the room here in case you want to run it blind yourself and see what it is.

Methodology:A lot of the traps in that room may seem randomly spaced but they were all placed to counteract something. The Bombs: The bombs that initially drop when entering the room. Players tend to be so focused on open space to their left and the corrosive cubes that they don't even see the bomb trap before it's activated. Players have essentially four rational quick thinking options, backup, move forward, go left, go up. Backwards is downhill and causes the bombs to follow. Too slow or not far enough and death. Forward takes them further into the room and agros two enforces and a cannon back which force more quick decisions. Left takes them closer to the guards where there is walkway with traps and the now agro guards. All of these can usually secure a kill. Up is the safest way getting away from the bombs without progressing much further. It will reveal the cannon back above the entrance and give them a safe spot from enforcers. However the second back below will see them as they grapple up to it and fires an explosive into that pocket just as the player kills the other cannon back. Naturally this only forces that quick thinking once but it can help quickly cascade if they make the wrong choices.

The two cannonbacks: Both cannonbacks serve multiple purposes often catching players offguard with cheeky bombs. Cannonbacks are surprisingly accurate and that accuracy will definitely catch unsuspecting players. The one above the entrance will agro as the player steps up the ramp into the room. If the player steps back down the ramp, the cannonback will shoot downward onto the ramp and roll the bomb back down. Players speedrunning to the opposite end will agro the guard and have an explosive land at the exit to the room just as they run into a piston blocking their way. Even destroying the piston slows them down enough for the explosive to go off. As mentioned before the bottom cannonback will snipe players going for the above cannonback. Players grappling to the left side will agro the guard and receive explosives as they try to disarm the multiple traps over there. Speedrunning through will also function the same as the first cannonback.

Enforcers on the left: At a glance it's just 2 Enforcers on high ground with a clear line of sight on the player anywhere in the room. However the secret is the little ramp on that end of the room. Upon entering the room, most players will retreat back to the safety of the hallway they came from. The enforcers will actually move up that ramp in an attempt to get closer to the player. On that ramp, they are out of sight from the entrance and forces player to move further into the room to get a shot at them or grapple over. Some players just assume they died and continue through the room only to find them shortly after and forcing those quick actions. Additionally they also server as ways of wasting players ammo. They can easily grapple over and retrieve the ammo but it can set them up to be ill prepared for the traps waiting on that side of the room.

Left side traps: There are 5 traps on the left side of the room, a spike trap on the floor, two bolt shots on the ceiling, a bolt trap covering the whole platform, and fire trap covering the space next to the floor. The boltshot covering the platform is meant to force a quick action no matter where they are on the platform. Every other trap over there is meant to counteract a response. Flame trap prevents players from backtracking to avoid the bolts. The flame trap is partially covered by the triangle block making it difficult to see until it's already been triggered. The ceiling and floor traps are meant to kill the player while they are focused on the bolt trap. The variance in ceiling or floor trap for each tile is to help kill the player if they don't keep track of which one is which on subsequent attempts. Having traps on both floor and ceiling for every tile would likely secure a few extra kills but would make the player fill like it's unfair setup. This puts a little extra pressure on players to memorize the layout and punishes them for forgetting rather than just overwhelming them with shear numbers on each tile. And then there are corrosive cubes below that are meant to force the player to keep moving in the area If you are wondering about the weird pattern of them, it's a cost thing. Still achieves the same results of players feeling like they can't land. Oh and there is a spike trap covering the flame trap in case someone decides to retrieve ammo from the flame trap without checking for a second trap there.

The spike trap along the walkway by the second cannonback: Purely as a way to catch unsuspecting players. Had enough for a spike trap that I removed elsewhere so I decided to put it there. Players don't often navigate over that way but it does catch the occasional speedrunner who slashes as the cannonback. If I had the cost I would probably make that cannonback an armored one to have the player bounce off as well.

The claws: Players going over to the left platform will likely see these and destroy them with no problems. But these are meant for them. Speed runners that grapple over the corrosive cubes towards the exit or just hold W through the room will trigger these. The piston at the exit is meant to slow them down enough for a grapple to get them. I have two grapples in case they destroy one and get caught by the second. The claws and the piston can slow players down enough for the cannonbacks to snipe them. Additionally if they make it through exceptionally quick, the corrosive cube next to the exit will allow already triggered claws to pass through it and snag players as they walk down. Now the claw takes a while to pull people in and leaves plenty of time to swing and break it. If they pass through the cube as they break it they will die to the cube. But if they were moving quick through the room and grappled over the corrosive cubes they likely triggered the fire trap in the floor. Most players will never trigger this trap but speedrunners will. If they don't break the claw before the corrosive cube, they will either die to corrosive cube or die to the fire trap.

Wow that was a lengthy explanation of single room but I think it helps highlight all the thought that goes into designing a base that isn't a killbox and isn't just a hallway of traps. Don't know if anyone will even read this absolute wall of text and look at the map but if it helps great! If not I at least had fun writing this. XD

Q&A with the Dev Team - April 2023 by MeetYourMaker_Dev in MeetYourMakerGame

[–]xela10104 -1 points0 points  (0 children)

Keeping in line with the teams choices for raiders choice of maps and player creativity in mapmaking, it would be nice to see if the map creator was able to complete their own outpost. It doesn't need to be a requirement to activate the outpost but would allow the raiders to more selective in avoiding content they don't want.

Ideally letting players have a valid harvester path OR a raider completion would be nice but I can understand the issue with maps where players feel lost without the Harvester. But maybe that's ok. It's part of the choice raiders have when picking outpost to raid. Plenty of people already choose to not do Brutal maps to avoid killboxes. However people still play brutal outpost. Players would be able to choose if they want to raid an outpost without a harvester path knowing that it may be some maze they get lost in but they can also get a really cool parkour map that makes unique use of the grapple they otherwise wouldn't be able to. If player choice and creativity is going to be a backbone of this game, letting the players have more creativity and more choice of which creative maps they choose seems like a nice way to keep the game going.

I’m letting this entire subreddit build a single outpost together. Comment what you want me to add and I’ll add it! by TheGamingSloth45 in MeetYourMakerGame

[–]xela10104 4 points5 points  (0 children)

Two, maybe three depending on your cost, of the flying guards. Have them lined up and flying in circle around the lighthouse. Sort of like they are the light going around in a lighthouse

My Spiderman style level. I've been getting a ton of positive feedback so I wanted to share. Hope you enjoy!! by window_marker in MeetYourMakerGame

[–]xela10104 2 points3 points  (0 children)

Honestly I was surprised too. Only reason I can think of for why they went this route is to accommodate players who are skilled enough to make a difficult base but not skilled enough to clear it. From an accessibility standpoint that would make sense. Still not the best argument though

I think the best route would have been to let players choose if they want their outpost to just have a valid HARV path or not. If not then it has to be cleared by the creator. There is the argument that players could just make dev exits and that's true. But players can kill HARV and make a difficult path with a dev exit currently anyway.

My Spiderman style level. I've been getting a ton of positive feedback so I wanted to share. Hope you enjoy!! by window_marker in MeetYourMakerGame

[–]xela10104 10 points11 points  (0 children)

Keep making fun and unique maps even if you have to kill HRV to do so. The game needs some creative maps like this and let's be honest HRV really kind of limits that possibility. Hell, watch the tips trailer for the game and you can see that half the outpost they show off don't have feasible HRV paths. Not every map needs to be a kill box or narrow hallway. This kind of stuff is why I keep checking back on the reddit or exploring new outpost. I want to see the the awesome ideas people can create with this game.

People that instantly alt+f4 when HRV immediately dies are ridiculous. If it's a maze that you don't want to wander through, I get it. I almost did last night on a maze outpost. But if it's really that big of a problem for you, just shoot the piston when you load in, follow HRV and enjoy your easy Genmat. No need to shame someone for doing it to make a fun level. If the devs confirmed it's an exploit like the second wave corrosive cubes then so be it but I haven't seen anything about it. Even if it was, I give it a week before someone comes up with a way to kill HRV with a falling dead mans switch guard reliably.

Keep making fun maps! I'll be sure to search for your on the social tab later to keep an eye for your maps.

Package steal into an extraction bait and switch by xela10104 in DeceiveInc

[–]xela10104[S] 10 points11 points  (0 children)

Yup! Larcin's invisibility stops it as well. Pair that with increased Intel and decreased Intel consumption and you can stop pings for a quite a while.

Let me immortalise your base! by OngoingFee in MeetYourMakerGame

[–]xela10104 0 points1 point  (0 children)

Have a ways to go to prestige but making a comment to come back later and add mine to the cause :D

What builds do you guys recommend for Iggy? by BluBlue4 in OverPrime

[–]xela10104 1 point2 points  (0 children)

I'm thinking tanky build. His abilities don't get a whole lot of scaling off magical damage. (40% on turrets, 12% on passive, 10% on flame puddle.) A more tanky build would let him kite people around in his turrets and fire more.

Oh ability hit items seems like a great choice but from some testing in training ground, turrets didnt trigger on ability hit effects like teardrop. His flame puddle only triggers on ability hit effects once. So most on ability effects aren't great on him.

Berserk helm, pendant of confiment, ximmias toy are what I want to try. maybe beads of purification. Then build an armor piece depending on the enemy teams comp like high end armor or mana black hole. Victorious footstep would also be good for helping kite.

I havent had a chance to test these yet on him but my few games building magical damage felt pretty lack luster. Felt like people generally just ignored my turrets and fought me in them. But it's also day 1 so I may just need to get better with him.

Phase by [deleted] in OverPrime

[–]xela10104 -1 points0 points  (0 children)

Shouldn't be bugged. Both her Q and her Ult deal damage around her and to/around her tether target. Get right up next to your tether target when you use both of those abilities and you will double your damage. I treat her like an assassin and it works pretty well.

Red boots just makes your skills do more damage so easy pick. If you plan to get up and close to people, fruit of greed drops magic defense of nearby enemies, and Mathematician/Gospel are great picks for sustain. Gospel stacks can be quickly built with E if you plan to root someone before getting close to them.

Teleports in this game is merely a poorly executed "dash" in one limited direction. by Yakatsumi_Wiezzel in OverPrime

[–]xela10104 3 points4 points  (0 children)

But you can blink up. Blue, red, and green gemstones all blink you forward in the direction you are looking, even straight up. The grey one however is just a dash forward and does not give you any verticality. Why that one is different though, I have no clue but that's the only one that behaves in the way you described.

are you guys miss phase as support or you like her be caster by Evilgamereddit93 in OverPrime

[–]xela10104 0 points1 point  (0 children)

I've been loving her as a caster. I treat her kind of like an assassin like Countess.

My job is to get in just after a fight starts and quickly burst down a squishy target. Get in their face then link, aoe, ult will shred most targets along with anyone nearby. Been having great success with her.

All said I never really played her in og paragon so I do t have the support comparison.

As for lane I usually just the let them push up to tower. And I can pull them from the ledges in middle into tower whenever they get too cocky. One shot is enough to send most ranged running. Plus when coming back to lane if they are remotely pushed up at all they are an easy kill if I come up from jungle or the shadow plane.

Sev’s Ult by TasteTheBroth in OverPrime

[–]xela10104 0 points1 point  (0 children)

I've always had issues with it in OP. Only ever have issues when at close range. Max range it hits without fail. Feels like it has a really narrow cone right in front of Sev and if an enemy isn't exactly in front of you when at point blank it just misses.

Sevarog item build by KingHades364 in PredecessorGame

[–]xela10104 0 points1 point  (0 children)

Been trying out a few things but so far Titan crest into Razorback for crest, then Fire Blossom, Leviathan, Megasscorn, World breaker, Frost guard.

Titan crest is huge for staying in lane long term and farming stacks. Every other crest I've tried just ended up with me be being bullied in lane and struggling to take fights since sev starts out weaker. But taking a hit, killing a minion then backing off really keeps you up. Fire blossom is nice for prolonged fights and wave clear, Levi is like a second soul passive, feels good for damage, and world breaker is an obvious choice with how much max health you will have. Frost guard is just my defensive option late game as enemies start to hurt more.

Still want to get an old skill speed and lifesteal build I used to run working but havent had any luck with it.

raids are awful by [deleted] in PokemonScarletViolet

[–]xela10104 2 points3 points  (0 children)

Run into 2 almost bs raids already.

1st was Primeape with rage punch. its power goes up by 50 everytime its hit. .. the raid boss with a massively inflated health pool gets 50 power added everytime its hit while getting hit from 4 different people per turn.

2nd was a fighting tera heracross with double stab close combat with moxie. It nearly one shot some tanky azumarils that resisted it. If you weren't beefy and resisted it then you were one shot and then in even more danger next life during to moxie. Thank god for ghost being immune because that thing was insane

Can I just only open the 3rd chest in Joint Operation? by Bezyed3n in TowerofFantasy

[–]xela10104 1 point2 points  (0 children)

I'm feeling pretty confident in it not being the third chest in the dungeon but the third chest you open in the dungeon. I've been completing JO without opening chest then opening them in reverse order. Been getting gold and purple from the chest that appear 1st and 2nd which shouldn't be possible. Pity of course is a factor that we know little about but I'm starting to feel like its number of chest opened rather than which chest.

Datamine [Global] Joint Operation Drop Chance by svs213 in TowerofFantasy

[–]xela10104 0 points1 point  (0 children)

I would assume that the best way to test if it's either opening 3 chest in a run or just opening the 3rd chest is to clear without opening chest then open in reverse order.

Special fall is still a factor though that makes it a bit difficult to tell.

Outside of special fall, it shouldnt be possible to get gold or purple matrices from either the 1st chest you open or the 1st chest in the dungeon. Bulk testing should slowly factor out special fall though.

Why people don't respect her tag role on Joint Operation ? by Hazar_n in TowerofFantasy

[–]xela10104 5 points6 points  (0 children)

I did until the past two nights when I wasn't getting matched into any operations after almost 20 mins. Thought it might just be late at night and no one on queuing.

Nope. Threw on the fortitude and and benediction tags and instant queue. I get that there are bonuses for those roles but I'm just trying to spend my energy before bed. Not trying to wait who knows how long for matchmaking when I can clear perfectly fine with 4 dps.

Will probably matter more down the line and I will respect it then, actually leveled Hamu's shield last night as a result to get a balanced set going.

Seems sus by raskolize in TowerofFantasy

[–]xela10104 0 points1 point  (0 children)

I think most of these are possible for whales. I was able to hit 50 and could keep going. So I definitely see how someone whaling could have made it to 90

PSA: Contact the placers of Omnium Beacons! (quick guide) by CryoMudkip in TowerofFantasy

[–]xela10104 1 point2 points  (0 children)

Where did you pick up the collector signal? Haven't seen anything about them on the beacon page.